CDirectorVersusMode::VoteRestartVersusLevel
0x008c35b0 · 106 bytes · __thiscall
_ZN19CDirectorVersusMode22VoteRestartVersusLevelEv
Decompiled
undefined (1 param)
/* CDirectorVersusMode::VoteRestartVersusLevel() */
void __thiscall CDirectorVersusMode::VoteRestartVersusLevel(CDirectorVersusMode *this)
{
CDirector *this_00;
undefined4 local_1c;
undefined4 local_18;
undefined1 *local_14;
undefined4 local_10;
this[0x18] = (CDirectorVersusMode)0x1;
*(int *)(this + 8) = *(int *)(this + 0x10);
*(int *)(this + 0xc) = *(int *)(this + 0x14);
CTerrorGameRules::SetCampaignScores(g_pGameRules,*(int *)(this + 0x10),*(int *)(this + 0x14));
this_00 = TheDirector;
local_1c = 7;
local_18 = 0;
local_14 = &DAT_00d539c2;
*(undefined4 *)(TheDirector + 0x284) = 7;
local_10 = 0;
CDirector::OnEndScenario(this_00,(EndScenarioGameEventInfo_t *)&local_1c);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.